I have a DoT behaviour (behaviour that ticks every x seconds and applies a damage effect) now what I want to know is if I apply the behaviour to unit A and it deals 100 damage over 10 seconds every second and then a second later I apply it to unit B and change the damage value 500 using the catalog set value action does my unit A then also take the 500 damage or would still take the 100 damage?
Cus it's not just 2 behaviours or effects I'm trying to do it so that it should support upto 1000000 behaviours and effects and if I can use just 1 and deal diffrent amounts of damage with it etc.. that would be alot cleaner then using lots of behaviours and effects.
Edit: just tested it when I change the damage value from 20 every 2 sec to 50 and the behaviour is aplied before I change it to 50 the unit takes 50 damage a tick instead of the normal 20.
Hey,
I have a DoT behaviour (behaviour that ticks every x seconds and applies a damage effect) now what I want to know is if I apply the behaviour to unit A and it deals 100 damage over 10 seconds every second and then a second later I apply it to unit B and change the damage value 500 using the catalog set value action does my unit A then also take the 500 damage or would still take the 100 damage?
Thanks!
@dudeim: Go
Why not use two separate behaviors or effects?
Interesting. If it was so then you'd be able to make generic behaviors and effects and cast them from the trigger editor with your specified values.
I don't know the answer, but I'll test it soon when I get time if nobody have done it before then.
Cus it's not just 2 behaviours or effects I'm trying to do it so that it should support upto 1000000 behaviours and effects and if I can use just 1 and deal diffrent amounts of damage with it etc.. that would be alot cleaner then using lots of behaviours and effects.
Edit: just tested it when I change the damage value from 20 every 2 sec to 50 and the behaviour is aplied before I change it to 50 the unit takes 50 damage a tick instead of the normal 20.
@dudeim: Go
I tested it as well. Quite disappointing. Really too bad. Could have been useful.
Yep would be nice to have now I have to find another way probably using multiple effects/behaviours:(.